cRPG

Strategus => Strategus General Discussion => Topic started by: FRANK_THE_TANK on August 19, 2012, 02:57:04 am

Title: Spawn time system
Post by: FRANK_THE_TANK on August 19, 2012, 02:57:04 am
Doesn't work guys you'll have to re-think it.

It completely fucked the battle that just happened. We were down people and the number advantage the offence had completely crushed us because the spawn time rapidly accelerated out to 40+ seconds per spawn.

The result was the attackers hit in waves and we the defenders eventually just get overwhelmed.

It's not working as intended.
Title: Re: Spawn time system
Post by: Malaclypse on August 19, 2012, 02:59:45 am
I had to leave 1 minute before the battle to go help a buddy out. Figured I'd have enough time to get back before it was over, and I did.. but just barely. Pretty lame system, I foresee many assaults in quick succession as people rush to take advantage of it.
Title: Re: Spawn time system
Post by: Smoothrich on August 19, 2012, 03:05:12 am
Just revert it entirely to what it was before, prioritizing player respawns based on performance.  Defenders were unable to exert enough manpower to hold their spawns within 10 minutes of the battle, not even 100-150 tickets went before their village was untenable.

edit:  superior goon tactics
Title: Re: Spawn time system
Post by: Aderyn on August 19, 2012, 04:51:33 am
sending in 300 man army to take it back, expecting a win with this new shit well thought out system ;)
Title: Re: Spawn time system
Post by: Visconti on August 19, 2012, 12:12:40 pm
Honestly dont get how the devs could think this was a good idea.
Title: Re: Spawn time system
Post by: Aderyn on August 19, 2012, 02:32:45 pm
I see how they thought it would work, but if you keep adding seconds to the timer obviously it's gonna be easy as fuck to cap flags.
Title: Re: Spawn time system
Post by: Bjarky on August 19, 2012, 02:33:59 pm
they dont usually play strat battles, thats why they theorize it would be an good idea  :rolleyes:
Title: Re: Spawn time system
Post by: Aztek on August 19, 2012, 04:57:44 pm
I still think the spawning on each flag is silly as well, Is it possible to look into that while your at it, Could it not be set as a radius to the flag its self, Say 10-15m.. that way the defenders would have a chance to fight, rather than be born into a circle jerk of overhead "Get as many kills as possible" love fest on top of the remanding flag/s. :p
Title: Re: Spawn time system
Post by: Turkhammer on August 19, 2012, 06:27:17 pm
they dont usually play strat battles, thats why they theorize it would be an good idea  :rolleyes:

Oops.
Title: Re: Spawn time system
Post by: Bjarky on August 19, 2012, 08:22:47 pm
hehe, well the flagcap change now wont help either, defenders of flag will have an even harder time now keeping the flags up  :P
i eat those words, last change really rebalanced alot of things, good to see, the 4s to 1s and ranged reset did help alot too.
Title: Re: Spawn time system
Post by: Lt_Anders on August 20, 2012, 12:36:46 am
Played my first siege with the new spawn change. It was AWESOME. Having walls+ decent gear made the attackers have to REALLY change tactics. Unfortunately for grays, they changed WAY to slow.

It then became a literally slaughter to the man.

Defence killed 2k to their 1.3k lost. Very very good for defence. This means that Offense will have to  play much more conservatively.
Title: Re: Spawn time system
Post by: Aderyn on August 20, 2012, 12:39:50 am
the 1s(?) instead of 4s works alot better x.x
Title: Re: Spawn time system
Post by: camperus on August 20, 2012, 12:45:56 am
Played my first siege with the new spawn change. It was AWESOME. Having walls+ decent gear made the attackers have to REALLY change tactics. Unfortunately for grays, they changed WAY to slow.

It then became a literally slaughter to the man.

Defence killed 2k to their 1.3k lost. Very very good for defence. This means that Offense will have to  play much more conservatively.

They bringed mighty mauls to defenders on the first waves, that was a very bad idea  :twisted:
Title: Re: Spawn time system
Post by: Lt_Anders on August 20, 2012, 12:48:36 am
They bringed mighty mauls to defenders on the first waves, that was a very bad idea  :twisted:

That too.

They tried besieging it like the old way. It didn't work. They switched to catapults. Considering their spawn disadvantage, they still killed 1.3k.
Title: Re: Spawn time system
Post by: FRANK_THE_TANK on August 20, 2012, 04:05:54 am
Sounds great I really want to see it in action.

TBH I'm really glad they are fooling around with it because strat battles really had just become a game of numbers, and that's about all. So good to see that perhaps tactics can be rewarded... I should change that to USED.
Title: Re: Spawn time system
Post by: Lt_Anders on August 20, 2012, 04:16:46 am
It's Horrible for village defense. It works swell for maps with walls or severe obstacles to by pass.

After playing 1 city and 1 village siege. First as defense, second on offense.
Title: Re: Spawn time system
Post by: Harpag on August 20, 2012, 09:57:45 pm
Today was very interesting battle:
Union (a: 1512 s: 483 k: 1029) VS Crusader Alliance (a: 1994 s: 435 k: 1559)
equipment: comparable

During the battle team with better average K:D ratio gain numerical superiority on the battlefield (extended average respawn time for opponent team). After a long and fierce battle (30 minutes) Union receives positional advantage - continuous attack on enemy respawn. Union won. Crusader Alliance retreated during the spawn rape.

New spawn time system has an interesting effect on the battle. Smaller, but very high quality army, is now much more sensible. I still have no opinion about siege, but first impressions after battle in the field is very good. Can see various stages of battle and breaking point, you know, turning point. Battle is more dynamic and it's not just countdown number of tickets.

I'm not talking about balance, only about that change direction is OK.
Title: Re: Spawn time system
Post by: Oberyn on August 20, 2012, 10:05:41 pm

equipment: comparable


Hahahahahahaha
Title: Re: Spawn time system
Post by: Harpag on August 20, 2012, 10:21:40 pm
Hahahahahahaha
Replace types of our and your arms and armors, and then tell me what is funny here.
Title: Re: Spawn time system
Post by: bredeus on August 20, 2012, 10:54:16 pm
everything can be compared ;)
Title: Re: Spawn time system
Post by: Jarlek on August 21, 2012, 01:25:17 pm
I didn't fight there. What was the equipment?
Title: Re: Spawn time system
Post by: Bjarky on August 22, 2012, 10:38:19 pm
ok after seiing the current Yalen siege, its quite obvious that the flag cap change actually is making it much easyer for attackers to win, all u gotta do is killing ppl near the flag and then move on.
the city has expensive gear so it should'nt be to easy to dominate, but here we are, most flags are down, where before this flag change this city always was able to keep it somewhat equal between attacker and def.
Title: Re: Spawn time system
Post by: Tanken on August 22, 2012, 10:54:45 pm
They should do it this way. Kills vs. Deaths and for every death higher than your kill count, adds 1 second to your respawn time. So if you have 9 kills and 15 deaths, your respawn time would be 6 seconds (or 9 if 3 seconds is the base)